Esempio n. 1
0
// Return the number of bots following the given player
int GetBotFollowCount(CBasePlayer *pLeader)
{
	int count = 0;
	for (int i = 1; i <= gpGlobals->maxClients; i++)
	{
		CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);

		if (!pPlayer)
			continue;

		if (FNullEnt(pPlayer->pev))
			continue;

		if (FStrEq(STRING(pPlayer->pev->netname), ""))
			continue;

		if (!pPlayer->IsBot())
			continue;

 		if (!pPlayer->IsAlive())
 			continue;

		CCSBot *pBot = static_cast<CCSBot *>(pPlayer);
		if (pBot->IsBot() && pBot->GetFollowLeader() == pLeader)
			count++;
	}

	return count;
}
Esempio n. 2
0
CBasePlayer *CCSBot::FindMostDangerousThreat()
{
	// maximum number of simulataneously attendable threats
	enum { MAX_THREATS = 16 };
	struct CloseInfo
	{
		CBasePlayer *enemy;
		float range;
	}
	threat[ MAX_THREATS ];
	int threatCount = 0;

	m_bomber = NULL;

	m_closestVisibleFriend = NULL;
	float closeFriendRange = 99999999999.9f;

	m_closestVisibleHumanFriend = NULL;
	float closeHumanFriendRange = 99999999999.9f;

	int i;

	{
		for (i = 1; i <= gpGlobals->maxClients; ++i)
		{
			CBasePlayer *player = UTIL_PlayerByIndex(i);

			if (player == NULL)
				continue;

			if (FNullEnt(player->pev))
				continue;

			// is it a player?
			if (!player->IsPlayer())
				continue;

			// ignore self
			if (player->entindex() == entindex())
				continue;

			// is it alive?
			if (!player->IsAlive())
				continue;

			// is it an enemy?
			if (player->m_iTeam == m_iTeam)
			{
				TraceResult result;
				UTIL_TraceLine(GetEyePosition(), player->pev->origin, ignore_monsters, ignore_glass, edict(), &result);
				if (result.flFraction == 1.0f)
				{
					// update watch timestamp
					int idx = player->entindex() - 1;
					m_watchInfo[idx].timestamp = gpGlobals->time;
					m_watchInfo[idx].isEnemy = false;

					// keep track of our closest friend
					Vector to = pev->origin - player->pev->origin;
					float rangeSq = to.LengthSquared();
					if (rangeSq < closeFriendRange)
					{
						m_closestVisibleFriend = player;
						closeFriendRange = rangeSq;
					}

					// keep track of our closest human friend
					if (!player->IsBot() && rangeSq < closeHumanFriendRange)
					{
						m_closestVisibleHumanFriend = player;
						closeHumanFriendRange = rangeSq;
					}
				}

				continue;
			}

			// check if this enemy is fully
			if (!IsVisible(player, CHECK_FOV))
				continue;

			// update watch timestamp
			int idx = player->entindex() - 1;
			m_watchInfo[idx].timestamp = gpGlobals->time;
			m_watchInfo[idx].isEnemy = true;

			// note if we see the bomber
			if (player->IsBombGuy())
			{
				m_bomber = player;
			}

			// keep track of all visible threats
			Vector d = pev->origin - player->pev->origin;
			float distSq = d.LengthSquared();

			// maintain set of visible threats, sorted by increasing distance
			if (threatCount == 0)
			{
				threat[0].enemy = player;
				threat[0].range = distSq;
				threatCount = 1;
			}
			else
			{
				// find insertion point
				int j;
				for (j = 0; j < threatCount; ++j)
				{
					if (distSq < threat[j].range)
						break;
				}


				// shift lower half down a notch
				for (int k = threatCount - 1; k >= j; --k)
					threat[k + 1] = threat[k];

				// insert threat into sorted list
				threat[j].enemy = player;
				threat[j].range = distSq;

				if (threatCount < MAX_THREATS)
					++threatCount;
			}
		}
	}
	{
		// track the maximum enemy and friend counts we've seen recently
		int prevEnemies = m_nearbyEnemyCount;
		int prevFriends = m_nearbyFriendCount;
		m_nearbyEnemyCount = 0;
		m_nearbyFriendCount = 0;

		for (i = 0; i < MAX_CLIENTS; ++i)
		{
			if (m_watchInfo[i].timestamp <= 0.0f)
				continue;

			const float recentTime = 3.0f;
			if (gpGlobals->time - m_watchInfo[i].timestamp < recentTime)
			{
				if (m_watchInfo[i].isEnemy)
					++m_nearbyEnemyCount;
				else
					++m_nearbyFriendCount;
			}
		}

		// note when we saw this batch of enemies
		if (prevEnemies == 0 && m_nearbyEnemyCount > 0)
		{
			m_firstSawEnemyTimestamp = gpGlobals->time;
		}

		if (prevEnemies != m_nearbyEnemyCount || prevFriends != m_nearbyFriendCount)
		{
			PrintIfWatched("Nearby friends = %d, enemies = %d\n", m_nearbyFriendCount, m_nearbyEnemyCount);
		}
	}
	{
		// Track the place where we saw most of our enemies
		struct PlaceRank
		{
			unsigned int place;
			int count;
		};
		static PlaceRank placeRank[ MAX_PLACES_PER_MAP ];
		int locCount = 0;

		PlaceRank common;
		common.place = 0;
		common.count = 0;

		for (i = 0; i < threatCount; ++i)
		{
			// find the area the player/bot is standing on
			CNavArea *area;
			CCSBot *bot = dynamic_cast<CCSBot *>(threat[i].enemy);
			if (bot != NULL && bot->IsBot())
			{
				area = bot->GetLastKnownArea();
			}
			else
			{
				area = TheNavAreaGrid.GetNearestNavArea(&threat[i].enemy->pev->origin);
			}

			if (area == NULL)
				continue;

			unsigned int threatLoc = area->GetPlace();
			if (!threatLoc)
				continue;

			// if place is already in set, increment count
			int j;
			for (j = 0; j < locCount; ++j)
			{
				if (placeRank[j].place == threatLoc)
					break;
			}

			if (j == locCount)
			{
				// new place
				if (locCount < MAX_PLACES_PER_MAP)
				{
					placeRank[ locCount ].place = threatLoc;
					placeRank[ locCount ].count = 1;

					if (common.count == 0)
						common = placeRank[locCount];

					++locCount;
				}
			}
			else
			{
				// others are in that place, increment
				++placeRank[j].count;

				// keep track of the most common place
				if (placeRank[j].count > common.count)
					common = placeRank[j];
			}
		}

		// remember most common place
		m_enemyPlace = common.place;
	}

	{
		if (threatCount == 0)
			return NULL;

		// otherwise, find the closest threat that without using shield
		int t;
		for (t = 0; t < threatCount; ++t)
		{
			if (!threat[t].enemy->IsProtectedByShield())
			{
				return threat[t].enemy;
			}
		}
	}

	// return closest threat
	return threat[0].enemy;
}